Creating a Meridian 59 character First steps in Meridian 59 Quick command reference User interface
Coming from classic Meridian? Here are some of the new features you should know about:
Every starting adventurer begins with a combination of 200 stat points. Further stat points are gained as your character progresses and gains Enlightenment.
Stat | Description |
---|---|
Might | A measure of physical strength and carrying capacity. |
Intellect | A measure of mental strength and learning capacity. |
Stamina | Tough adventurers can take more punishment and recover faster. |
Agility | Quick adventurers are better at the defensive arts. |
Mysticism | Every adventurer has a certain capability for magic and mana. |
Aim | A true aim will help attacks land on enemies. |
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There are fourteen major schools of abilities in Meridian 59. You may work your way up through them in any combination you choose, limited only in total sum by your character’s Intellect. Smarter characters can learn more spells and skills total.
Aside from the non-magical fighting abilities of the Weaponcraft school, the magical schools are named after, and powered by, their sponsored God. According to legend, the Gods were once great adventurers who became one with the source of all magic in order to save the world. Ever after, the pathways to power they formed remained open, allowing others to follow in their footsteps.
Name | Primary Stat | Description |
---|---|---|
Weaponcraft | Various | Based on Might, Stamina, Agility, and Aim, this is the school of physical combat. |
Kraanan | Stamina | The warrior god Kraanan offers a range of offensive and defensive buffs. |
Shal’ille | Mysticism | The goddess of goodness and light offers holy followers powers of healing and defense. |
Qor | Mysticism | The goddess of evil and darkness offers unholy followers murderous capabilities. |
Faren | Mysticism | The god of nature empowers his disciples with mastery over the elements. |
Riija | Intellect | Disciples of the trickster god employ illusions and stealth to great effect. |
Jala | Intellect | The goddess of Bards offers numerous magical songs that can both help and harm. |
Banditry | Various | This tricksy school allows proficiency with daggers and increases combat capabilities. |
Knightcraft | Various | Knightcraft experts know how to better control blocking, parrying, stunning, knockback, shield bash, and efficiently wearing armor. |
Sorcery | Various | Long forgotten (until now), these lost arts modify your spells. |
Witchery | Various | School of curses, allowing you to reduce your enemies’ resistances and sap their lifeforce. |
Alchemy | Primarily Intellect | School of transmutation and creation of new items. Also allows for repair of shattered items. |
Bestiary | Primarily Intellect | School of beast mastery. Allows the taming and control of monsters, including elementals. |
Shadowcraft | Various | School of unarmed and unarmored combat. Various poses empower resting states. |
You can gain Training Points through a variety of actions. Use the spell Meditate to spend these Training Points to improve skills and spells.
Items Weapons
Weapon Redesign Armor
Armor Redesign Food
Reagents
Scrolls
Wands
Misc
Item Modifiers Magical Weapon/Armor/Item Descriptions: What are the meanings for them?
Modifiers
Shards
Mechanics Damage
NPCs World Mainland
Ko’catan Jungle
NPC’s
Desert
Monsters